CFuncTrackAuto::Use
0x00b0e5e0 · 333 bytes · __cdecl
_ZN14CFuncTrackAuto3UseEP11CBaseEntityS1_8USE_TYPEf
Decompiled
undefined (4 params)
/* CFuncTrackAuto::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float) */
void CFuncTrackAuto::Use(CBaseEntity *param_1,CBaseEntity *param_2,undefined4 param_3,
undefined4 param_4)
{
char cVar1;
int iVar2;
code *UNRECOVERED_JUMPTABLE;
CPathTrack *this;
if (*(int *)(param_1 + 0x50c) != 0) {
if (*(int *)(param_1 + 0x440) == 0) {
this = *(CPathTrack **)(param_1 + 0x4ec);
}
else {
this = (CPathTrack *)0x0;
if (*(int *)(param_1 + 0x440) == 1) {
this = *(CPathTrack **)(param_1 + 0x4f0);
}
}
if ((*(char **)(param_2 + 0x7c) != "func_tracktrain") &&
(cVar1 = CBaseEntity::ClassMatchesComplex(param_2,"func_tracktrain"), cVar1 == '\0')) {
if ((this != (CPathTrack *)0x0) &&
(((iVar2 = CPathTrack::GetNext(this), iVar2 != 0 &&
(iVar2 != *(int *)(*(int *)(param_1 + 0x4f4) + 0x440))) &&
(iVar2 = CBaseEntity::ShouldToggle(param_1,param_4,*(undefined4 *)(param_1 + 0x508)),
iVar2 != 0)))) {
if (*(int *)(param_1 + 0x508) == 0) {
*(undefined4 *)(param_1 + 0x508) = 1;
}
else {
*(undefined4 *)(param_1 + 0x508) = 0;
}
}
/* WARNING: Could not recover jumptable at 0x00b0e6eb. Too many branches */
/* WARNING: Treating indirect jump as call */
(**(code **)(*(int *)param_1 + 0x33c))();
return;
}
iVar2 = CFuncTrackChange::EvaluateTrain((CFuncTrackChange *)param_1,this);
*(int *)(param_1 + 0x504) = iVar2;
if ((iVar2 == 2) && (*(int *)(param_1 + 0x440) != *(int *)(param_1 + 0x508))) {
*(undefined4 *)(param_1 + 0x50c) = 0;
if (*(int *)(param_1 + 0x440) == 0) {
UNRECOVERED_JUMPTABLE = *(code **)(*(int *)param_1 + 0x330);
}
else {
UNRECOVERED_JUMPTABLE = *(code **)(*(int *)param_1 + 0x32c);
}
/* WARNING: Could not recover jumptable at 0x00b0e71e. Too many branches */
/* WARNING: Treating indirect jump as call */
(*UNRECOVERED_JUMPTABLE)();
return;
}
}
return;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)
Just a Signatures{} block, ready to drop into a gamedata
file. Wire it up in your plugin however you like - SDKCall, DHooks,
raw memory ops, or anything else.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.